Game Over
Well-Known Member
lmao! something good and funny to see.
I would LOVE to see that happen on-stream(stage) at a big major!! LOL
lmao! something good and funny to see.
Wow that's... Gunna take some getting used to xD thank youI just wasn't sure of her new notations. Doing BT just does BT . It's been reassigned to BT . Same for BT being changed to BT .
On a semi-related note: I don't know if you have already seen this, but there's an online survey for the demo on Team Ninja's official site: http://teamninja-studio.com/doa5/manual/survey.html
1500 characters to give your opinion at the end. Probably won't have much clout, but if enough people state their concerns abouth the Izuna being unbreakable or whatever, maybe it will have some impact.
The demo does look like a step in the right direction,though.
I think all command throws except catch throws should be breakable. They could make it so vs holds/hi counter command throws are still unbreakable.
The problem with introducing throw breaks into the current DOA system is then how do I guarantee punishment? Take Busa's in Dimensions for example, it's -8 on block and leave Busa crouching. What can I punish him with other than a throw? My fastest mid-jab is like 11 frames or something but I risk getting held and it doesn't really give me any options.
It just bothers me that some multipart throws like the Izuna are unbreakable while Leifang's for example isn't. They should stick with one option.
They've "fixed" this... by making Hayabusa a grappler class... -_-;
Obviously now you wouldn't expect him to have breakable throws...
Yup.As other games, like Street Fighter 4 does, you can't throw break if the throw was guaranteed. In terms of DOA I'd expect this would apply if you were under frame disadvantage or being thrown while holding.
Not so in either series, unless this has changed in TTT2 or VF5FS.I'm pretty sure low throws in TK and VF are unbreakable, so it should be guaranteed punishment for what Grape was mentioning.
Same should go for DOA.
I would only think it would be breakable at the start before he launches you, the extra combo throws are just extra damage as reward for having it not broken, but that only applies if all command throws were broken.
Here's a question though, lets say they were to implement a command throw break system. How would you like it to be handled in what notation should break what type of throw notation?